C:\Users\buildzoid\Desktop\GameEngineOnlyBranch\src\game\DCS.java |
1 // This class is the Dynamic Creature State. It contains all the data any creature in the game can carry and be queried for. 2 // All non permanent stat changes are controlled by modifiers. At the end of a fight all mods get reset except for HPmod. 3 // All stat scaling curves are done skill side. Therfore there is massive flexibility with creating very intresting stat boosting skills. 4 package game; 5 6 public class DCS { 7 8 private void loadstats() { 9 basestats = creaturemanager.gbasestats(ID); 10 } 11 12 public int HP() { 13 loadstats(); 14 return basestats[0] * HPXP / 50000; 15 } 16 17 int ID = -999; // this is what is used to pull all the 100% permanent data on a creature (grafiks and base stats) 18 19 int[] basestats; 20 int action1; 21 int action2; 22 int action3; 23 int action4; 24 int special; 25 26 //0 27 public int HPXP = 0; // this combined with base HP dictates how much HP a creature has 28 public int HPmod = 0; // when this + fullHP = 0 this creture is dead and cannot participate in a battle without getting resurrected 29 30 //1 31 public int staminaXP = 0; //this combined with base stamina dictates how much stamina a creature has 32 public int staminamod = 0; //there are no rules as to what this can be as that allows for more intresting skills 33 34 //2 35 public int strengthXP = 0; //this combined with base strength dictates how much strength a creature has 36 public int strengthmod = 0; // this can be no less than -strength 37 38 //3 39 public int defenseXP = 0; //this combined with base defense dictates how much defense a creature has 40 public int defensemod = 0; // this can be no less than -defence 41 42 //4 43 public int energyXP = 0; //this combined with base energy dictates how much energy a creature has 44 public int energymod = 0; // there are no rules as to what this can be as that allows for more intresting skills 45 46 //5 47 public int magicpowerXP = 0; //this combined with base magicpower dictates how much magicpower a creature has 48 public int magicpowermod = 0; // this can be no less than -magicpower 49 50 //6 51 public int magicresistXP = 0; //this combined with base magicresist dictates how much magic resist a creature has 52 public int magicresistmod = 0; // this can be no less than -magicresist 53 54 //7 55 public int spdXP = 0; //this combined with base strength dictates how much strength a creature has 56 public int spdMOD = 0; 57 58 //8 59 public int XPrstamina = 0; //this combined with base strength dictates how much strength a creature has 60 public int rstaminamod = 0; // this modifies how fast your stamina regenrates 61 62 //9 63 public int XPrenergy = 0; // this combined with the rengery base stat dictates how fast your energy regenrates 64 public int renergymod = 0; // this modifies how fast your energy regenrates, with a default behaviour in the combat engine is 65 66 // method to quickly boost all stats by an equal amount. Mostly for demo purposes 67 public void QuickXP(int XPgain) { 68 HPXP += XPgain; 69 staminaXP += XPgain; 70 strengthXP += XPgain; 71 defenseXP += XPgain; 72 energyXP += XPgain; 73 magicpowerXP += XPgain; 74 magicresistXP = XPgain; 75 spdXP += XPgain; 76 XPrstamina += XPgain; 77 XPrenergy += XPgain; 78 } 79 80 //Set the XP of all attacks by a flat rate 81 public void SetXP(int XPgain) { 82 HPXP = XPgain; 83 staminaXP = XPgain; 84 strengthXP = XPgain; 85 defenseXP = XPgain; 86 energyXP = XPgain; 87 magicpowerXP = XPgain; 88 magicresistXP = XPgain; 89 spdXP = XPgain; 90 XPrstamina = XPgain; 91 XPrenergy = XPgain; 92 } 93 } 94